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# Objective - Resolves #10853 ## Solution - ~~Changed the name of `Input` struct to `PressableInput`.~~ - Changed the name of `Input` struct to `ButtonInput`. ## Migration Guide - Breaking Change: Users need to rename `Input` to `ButtonInput` in their projects.
54 lines
1.5 KiB
Rust
54 lines
1.5 KiB
Rust
//! This example illustrates how to load and play an audio file, and control how it's played.
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use bevy::prelude::*;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(Update, (update_speed, pause, volume))
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.run();
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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commands.spawn((
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AudioBundle {
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source: asset_server.load("sounds/Windless Slopes.ogg"),
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..default()
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},
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MyMusic,
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));
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}
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#[derive(Component)]
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struct MyMusic;
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fn update_speed(music_controller: Query<&AudioSink, With<MyMusic>>, time: Res<Time>) {
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if let Ok(sink) = music_controller.get_single() {
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sink.set_speed(((time.elapsed_seconds() / 5.0).sin() + 1.0).max(0.1));
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}
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}
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fn pause(
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keyboard_input: Res<ButtonInput<KeyCode>>,
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music_controller: Query<&AudioSink, With<MyMusic>>,
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) {
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if keyboard_input.just_pressed(KeyCode::Space) {
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if let Ok(sink) = music_controller.get_single() {
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sink.toggle();
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}
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}
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}
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fn volume(
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keyboard_input: Res<ButtonInput<KeyCode>>,
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music_controller: Query<&AudioSink, With<MyMusic>>,
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) {
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if let Ok(sink) = music_controller.get_single() {
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if keyboard_input.just_pressed(KeyCode::Plus) {
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sink.set_volume(sink.volume() + 0.1);
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} else if keyboard_input.just_pressed(KeyCode::Minus) {
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sink.set_volume(sink.volume() - 0.1);
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}
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}
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}
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